Age | Commit message (Collapse) | Author |
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Some object functions allow actor IDs and object IDs as parameters. They are easily distinguishable in engines > 0 as actor IDs are < _numActors and object IDs are bigger. In v0 this is not the case as there are objects with IDs like 3 and 5 (e.g. the hamster). So object ID handling was unified for v0 and the other engines by introducing objIsActor(), objToActor() and ActorToObj().
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- o5_breakHere() seems to be still needed. For example edna does not manage to walk up the ladder if this is not enabled.
- numLocalObjects seems to be big enough so that < instead of <= can be used. The original interpreter only uses the local ids 0 .. 44 whereas scummvm has _numLocalObjects set to 200.
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- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
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This adds support for the Ultimate Talkie Edition fanpatch
This is authored by the original UTE author LogicDeLuxe and Fingolfin.
Modification:
Removed detection entries
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Based on a patch presented in the bugreport. Fixes several bugs
connected with calcualting IQ points in Amiga versions of Indy3.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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both
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o5_verbOps() case 9 (SO_VERB_NEW) works slightly different in SCUMM 3 FM-TOWNS (I don't know about DOS).
This should fix the issue with the broken key shortcuts.
Old savegames won't be fixed, though (since the broken verb states will be restored from the save file).
svn-id: r54872
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svn-id: r53574
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svn-id: r53573
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svn-id: r53567
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svn-id: r53113
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svn-id: r53033
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r52232
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- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.
svn-id: r52198
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This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.
svn-id: r52130
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svn-id: r52129
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svn-id: r49895
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svn-id: r48284
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svn-id: r48268
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svn-id: r46250
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svn-id: r44029
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french version of atlantis
svn-id: r42596
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from outside.
svn-id: r42590
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svn-id: r42436
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look at debug() and debugC(), since I'm really bored with this now. :-)
svn-id: r41061
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char pointers)
svn-id: r41000
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svn-id: r40034
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directly. Since fetchScriptWordSigned(), still uses the overloaded fetchScriptWord() function.
svn-id: r40033
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and v2 opcodes
svn-id: r40025
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highest SCUMM version to implement these opcodes. Actually, our code was bugged in so far as we only ever invoked o5_saveLoadGame in V3 games, never in V4 games (but this properly never mattered ;)
svn-id: r40014
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& v4 -> renamed and moved them accordingly
svn-id: r40013
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svn-id: r40012
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& v4, several other opcodes map to it. Capture this properly in the opcode tables
svn-id: r40011
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svn-id: r40010
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ScummEngine_v4::o4_pickupObject
svn-id: r40009
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svn-id: r40008
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svn-id: r39956
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prefix for the Fate of Atlantis IQ points file. (Either that, or make the
comparision case-insensitive.) So let's do that.
svn-id: r39904
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svn-id: r39903
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svn-id: r39677
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svn-id: r39649
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svn-id: r39597
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svn-id: r39579
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svn-id: r39567
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